10 powers, set in 1995 Europe. I've played it before and it's easily the best map variant I have played. Very balanced with a variety of options for every power. One thing I liked the most was the relative lack of stalemate lines and the ease of north-south movement, especially overland.

There are also Wing units, which can move over land or water, but not capture a SC. If a Wing unit is in a foreign-owned SC at the end of a Fall turn, the SC is considered Blockaded The owner of the SC can't build units there this turn if it's a home SC, and the SC doesn't count towards the controlling power's SC total as long as a Wing unit is blockading it.

Having just got back into Diplomacy after a long hiatus, I'd rather play than host, so is anyone willing to GM?

map notes: Cairo, Hamburg and Istanbul behave as Kiel and Constantinople did in the original game: they have no coasts but fleets can pass through them to bodies of water of both sides.

There is another canal linking Rostov and Volga, thus permitting access to the Caspian Sea to ships. Rostov is situated along the Don River which empties into the Black Sea, while the Volga empties into the Caspian Sea. In the real world there is a canal at Volgograd linking the two rivers, somewhere in the southern Volga region on the map. This is the only way to get ships into and out of the Caspian Sea.

Iran is the only territory with multiple coasts in the game; the south coast touches the Arabian Sea and the Persian Gulf, while the north coast touches the Caspian Sea.

I am actually planning on GM'ing a game of modern, but it'll be a week or two probably, to allow me to get the hang of GM'ing first.

I have never heard the wing-unit rule, but I have played this variation before. It was just regular diplomacy, on a different map. I also found it to be very well balanced, and had few, if any, stalemate lines.

I will post a new thread on this in a week or so, when I am ready to start GM'ing it.

"I wish the ring had never come to me. I wish none of this had happened. So do all who live to see such times, but that is not for them to decide. All you have to decide is what to do with the time that is given to you."

The Wing units are a great equalizer for the weaker powers, usually France, Poland and Britain. They're most useful in coastal and peninsular areas, and France benefits by being able to move until from the Med to the Atlantic overland. For Poland, they give the opportunity to build more than one "fleet" at a time, making it easier to break out of the Baltic in the end game. Britain's main benefit is similar to Poland's; building a Wing instead of a second (or third) fleet in the first year lets Britain use the Wing in an army-type capacity after helping secure the sea zones around the British Isles.

I'm willing to wait a couple weeks to get it started. I have no preferences as to which power I play.

"I wish the ring had never come to me. I wish none of this had happened. So do all who live to see such times, but that is not for them to decide. All you have to decide is what to do with the time that is given to you."

I'm in, either with or without planes. Planes will be a new twist on things, and be interesting to try.

Focus. Control. Conviction. Resolve. A true ace lacks none of these attributes. Nothing can deter you from the task at hand except your own fears.Proud Member of the Diplomacy League team, The Force.New to Diplomacy? Join a Mentor Game!

I think i can play, it depends on work at this point. Just give me a heads up when it starts and i can confirm for sure. The modern does look like fun though without having much possibility to stalemate!